The next edition of 40K will see the return of movement values, armour save modifiers, charging units will strike first, morale works like AoS (individual models run away and are destroyed rather than the whole squad running off), and there'll be Open, Narrative and Matched Play too, with Command Points bonuses for playing with a thematic army.

They're also introducing an interactive FAQ platform for questions and voting on rulings, and the community built AoS army builder is being made official and will brought to GW's website where it will remain free to use.

Additionally, they're releasing what they're calling a new core product line with Warhammer Underworlds: Shadespire - it's a brand new collectible cards and miniatures board game, with fast-paced highly competitive rules. It'll have a continual stream of expansions covering a variety of factions, and every model will be playable in AoS too with new Warscrolls.

Warhammer Underworlds is a new tactical arena combat game on its way later this year. This is a system designed for balanced, small-scale tactical games, that can be played quickly and easily by anyone, but which even experienced players will find challenging to master. The game rules are designed with competitive play in mind; matches can be played in under 45 minutes, on a smaller surface than our larger-scale games, and will be ideal for club or tournament play. And not only that, we’ll be fully supporting an organised play system for this game, right from day one.

While the format of the game is a big departure from the game of Warhammer Age of Sigmar, Warhammer Underworlds: Shadespire is still firmly set in the Mortal Realms. The game is set in the Shadespire – an ancient and damned city, cursed by the Lord of Undeath to eternally sit in limbo between the realms of Light and Shadow – a haunted metropolis of mirrors, unquiet spirits and ever-shifting chambers.

The forces you can use in this game will be drawn from races across the Mortal Realms, including some for factions that have not received any new miniatures since we first ventured into the Age of Sigmar. Each of these sets will be composed of a small band of easy-to-assemble, push-fit miniatures in the style of our single-pose heroes to represent a specific band of warriors from that faction. These are provided in coloured plastic, and clip together, so you can quite literally be playing with them within minutes of opening the box with no glue or paint needed! (Though they do look great painted, and your dice will roll better – probably.)

The first two factions showcased in detail are iconic adversaries: organised Eternals Liberators and Khorne Bloodreavers. You can see from the poses of these models already that these are really dynamic and impressive miniatures. And yes, that is a lady Liberator in the video, organised, with a classic hammer and shield combo – for those of you who might have doubted whether Sigmar was an equal opportunities employer.

The game is played using unique dice and card decks, and these will, to an extent, be unique to each faction. Both decks of cards used in the game are fully customisable – meaning you can choose to create all manner of combinations of overlapping abilities to use and objectives to achieve. This can be a really rewarding part of the game – and means that even the same faction can be played in wildly different ways. We’re expecting to see all sorts of combinations tried out at game stores, clubs and in tournaments.

So, in summary, a new game set in the Mortal Realms with easy to learn, difficult to master rules, combined with deck-building mechanics and multiple factions makes this a game that will be simple to start, but offers near limitless tactical challenge and replayability.

Shadow War Armageddon sold out online in a flash, I didn't manage to get one pre-ordered online but thankfully my local store put my name down for a copy

GW said on Facebook that the rulebook will be available digitally and the terrain will be available separately for those who miss out on the box set, and they've released this free set of rules for multiple 40K factions:https://www.games-workshop.com/resource ... ms_ENG.pdf

How else are we gonna sell more space marines to people who already have boxes of them? All while reducing cost and removing the most (possibly only) fun thing about them, with no poseability. Oh and let's make them blue because 90% of our target audience of children can't be bothered to choose a faction let alone paint every single one. Kids these days, eh?

I'm still painting stuff slowly but surely. Nowhere near as good as some of you but I'm still new to this and have a lot to learn yet. Here's a picture of, I think a finished, Abraham from The Walking Dead: All Out War. The zombie isn't finished yet as I need to add highlights. But it looks alright so far. Probably not the best picture either but you get the idea.

This is the same galaxy, but it’s showing some wear and tear. A catastrophic warp storm looks to have rent the Imperium nearly in half. Even before the Fall of Cadia, the immaterium had been growing ever more turbulent. Travel and communication suffered increasing disturbances as the events of the Gathering Storm unfolded. It seems that eventually reality could take no more, and a titanic warp-rift tore across the galaxy from the Eye of Terror to the Hadex Anomaly on the Eastern Fringe. There will be more on this new interstellar feature in the coming days.

In the new edition, the rules team were keen to have the profile work harder – to better distinguish between the different units so that, for example, Eldar will run faster than Guardsmen, and Hormagaunts run faster than both.

One big change is vehicles. These now use the same profile system as everyone else. As you’ll see though, their stat lines are much above what you might expect from a standard infantry trooper. Wounds, for example, are not capped at 10, so don’t be surprised if you see larger vehicles like Land Raiders and Imperial Knights with dozens of wounds.

This means that there is no differentiation between monsters and vehicles, so you now have a standard system to compare between, for example, a Carnifex vs a Dreadnought. Speaking of Carnifexes, large monsters like them also have a lot more wounds now. There are also no Super Heavy Vehicle rules, as such. With the stats going above 10, the system is now an increasing scale, which means models that previously fell just shy of super-heavy status, the Gorkanaut for example, can now punch at the appropriate weight, and become much more survivable.

Here, we have 4 examples from the most iconic Warhammer 40,000 army – the Space Marines.

You’ll see that the stats are still recognisably Warhammer 40,000, but with just a few changes. We’ve gained a Movement stat in exchange for a Initiative stat. With charging units now striking first, movement and co-ordination of your assault army becomes a big factor. You can also see that WS and BS are now standard rolls (Ballistic Skill sort of always was), though you can expect modifiers to both of these stats from in-game effects.

Strength and Toughness are still with us, and still use an opposing value principle (so much higher Strength will still wound on 2+, low Strength will wound on a 6+), and these aren’t capped at 10 any more either. Wounds is a big one. Expect a lot of models to get more of these. As you can see here, the Terminator has twice what he has now, and Guilliman has more too.